Darkstalkers 3/Sasquatch

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Noteworthy normals

Standing Normals

  • s.LP - "The Flick" - Everyone says it’s good, but there's better stuff you could be doing. However, it does have the priority that people talk about. It is one of a whole array of normal moves which Sasquatch has at his disposal. What makes it different from the rest?: It's rapid fire cancelable.
  • s.MP - "The Hand" - Infamous for its priority, and is bufferable!
  • s.HP - An upward hitting punch, think Ryu's c.Fierce, except his arm/hit box is much MUCH bigger.
  • s.LK - Sasquatch leans back and does a kick that’s best described as meh. Nothing too notable.
  • s.MK - Sasquatch does a handstand, and his feet come out. Makes for an OK Anti Air option, but aside from that, use his s.MP.
  • s.HK - Sasquatch hops. Great on wakeup, if you know your opponent will jump. It will hit them, and keep them grounded.

-Standing Normal Frame Data-


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 5 8 7 y H/L
Far 5 5 4 y H/L
Strong Close 6 5 4 y H/L
Far 6 5 4 y H/L
Fierce Close 8 6 -7 n H/L
Far 8 6 -7 n H/L
Short Close 5 7 6 y H/L
Far 5 5 4 y H/L
Forward Close 7 0 -1 n H/L
Far 7 0 -1 n L
Roundhouse Close 8 11 0 n L
Far 8 11 0 n H/L

Jumping Normals

  • j/d.LP/MP: Both normals have a down-forward (approx 45º's down from forward) hit box. The j/d.LP will empty link easily into the mp, so if you don't hit with the LP (dashing or jumping) you should be able to throw that MP in. On a regular jump you might be able to do a late j.LP, if you start with a j.MP, though j.MK may be a better option.
  • j.HP - Sasquatch (hammer?) swings his arms approximately 270ºs around his body. The hit boxes go from behind his head, to a little behind him. There is massive priority, and instant knockdown. Of course, its only one hit... so if you bank on just jumping around doing j.HP, you'll eventually get Chicken Guarded at some point, so chaining to j.HK may be wise.
  • j/d.LK/MK - The animation for these moves appear to be exactly the same, though there are slight differences. These are great to shorthop with and the hit boxes are awesome. Shorthopping in on a grounded opponent with a sh.MK lessens their safety in jumping. Priority is good too. Empty jump j.LK->j.MK is exceptionally useful, or j.LK->j.MP to cover all grounds (if they end up doing nothing)
  • j.HK: 2 hit ass attack with decent priority. It's the two hits that throws people off. Whether it is a sh.HK, or a j.HK on wakeup, if done properly, the opponent won’t know whether to block low at the correct time. In many situations, you'll have them block prematurely, which leads to some sort of ground combo -> knockdown.

-Jumping Normal Frame Data-

>
Name State Startup Blk pos
Jab jumping 5 H
Strong jumping 6H
Fierce jumping 10 H
Short jumping 5 H
Forward jumping 6 H
Roundhouse jumping 8 H

Crouching Normals

One should take the opportunity at this point to note, Sasquatch has no fast low-hitting moves.

  • c.LP - Much like Sasquatch's s.LP, only crouching.
  • c.MP - Much like Sasquatch's s.MP, only a poke, with priority at his hands/fingers.
  • c.HP: I call it the Pancake Flipper. Relatively safe when blocked and priority is decent.

You can either trade with it (Which is what the majority of moves do), or block and pushblock it. Jumping will get you hit. There’s likely more to this move, but that’s all that's known for now.

  • c.LK: Sasquatch does a Cossack Kick. Bufferable, I think. It’s mixup worthy with the shorthop, but you can't rapid-fire cancel it, like c.LP.
  • c.MK: Low hitting ass attack (he slides it along somewhat reminiscent of a dog with itchy ass). Bufferable and well mixed up with shorthops.
  • c.HK: Crazy ranged sweep, covers at least 1/3rd of the screen.

-Crouching Normal Frame Data-


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 5 6 5 y H/L
Strong crouching 6 4 3 y H/L
Fierce crouching 7 3 -6 n H/L
Short crouching 5 5 4 y L
Forward crouching 6 5 4 y L
Roundhouse crouching 10 kd -6 n L

Specials

"Big Breath"

  • QCF P
Sasquatch does a quick puff of ice breath into the air. It’s small, and quick. Important too, because this is the move he has, that’s relatively safe to spam to build meter. It makes a barely decent AA, there may be additional ES properties, that I'll look into, but none that I know of currently. Use it mainly, when the opponent’s on the other side of the screen being a bitch.

"Big Blow"

  • FDP P
Chargeable swing punch that’s rarely used. You can combo the strong (MP) version off of a s.MP, likely c.MK too.

"Big Typhoon”

  • FDP K
This doubles as Sas's guard cancel. He does a weird kick where he spins his leg awkwardly. Awkward enough to give a large area of hit boxes. Though it may be his GC, it’s no shoryuken. From afar, it’s only one hit, and you can chicken guard it from the air.

"Ice Tower"

  • D,D P)
This move is splurged almost as much and as fast as Mike Tyson’s money. Everyone uses the ES version of this move. Even Mega Man X copied it in X5.

The motion is quite simple (And unusual for a Capcom game.). Sasquatch assumes the “Blanka electricity” position, and long towers of ice pop out on both sides. Much like CvS2 Blanka, there is recovery time where you can retaliate, despite Sasquatch still being surrounded in icicles.

As said earlier, the ES version is used a lot, which is a problem with new players, who take every opportunity to use it as soon as they get meter. Used sparingly, you can catch the opponent off guard often.

"Big Swing"

  • 360 K
Honestly, I'm not at liberty to judge this move, mainly because I don’t use it much. In the same token, I see this move used rarely (more than the big punch/blow). Its a 360 throw and thus unblockable, use at your own discretion.

"Big Gulp"

  • HCB MP or HP
Much like the big swing, I don’t feel confident in judging it, but it has great utility if you can set it up. Sasquatch spits out his opponent in a frozen state, from which they can be comboed. From here, you can dash in and combo his ass, or do something from afar.

-Special Move Frame Data-


Name Strength Startup Hit adv Blk adv Blk pos
Big Breath Jab 28 60 24 H/L
Strong 28 60 24 H/L
Fierce 30 62 26 H/L
ES 30 103 26 H/L
Big Blow Jab 18 kd -19 H/L
Strong 38 kd -31 H/L
Fierce 69 kd -47 H/L
ES 22 kd -45 H/L
Big Typhoon Short 8 -5 -6 H/L
Forward 11 2 -15 H/L
Roundhouse 10 -5 -22 H/L
ES 9 kd -52 H/L
Ice Tower Jab 7 24 -8 H/L
Strong 7 14 -18 H/L
Fierce 10 4 -28 H/L
ES 9 kd -18 H/L
Big Swing Short 2 kd - UBK
Forward 2 kd - UBK
Roundhouse 2 kd - UBK
ES 2 kd - UBK
Big Gulp Forward 2 kd - UBK
Roundhouse 2 kd - UBK
ES 2 kd - UBK
Pursuit Regular 33 - -
ES 33 - -

Supers

TBD